That being said, I really like your inclusion of Optimism and Altruism as dimensions to measure classpects, but those tests don’t do those constructs justice. Most personality assessments are dubiously accepted in the psych community, especially the MBTI, but those two tests just felt really biased toward their respective positive personality trait as I was taking them. However, my inner psychologist still really doesn’t like the Altruism and Optimism tests. There, the enemies drop GRIST and serve the feared Denizen, but you'll surely be able to overcome them with your trusty KIND strife specibus. Once you enter the game, you will start in the LAND OF AND, which is inhabited by. It’s hard to say.I looked over the theory and took the test when this was submitted to me 2/7/20 (they dated it in a subsequent ask) and I honestly love your theory! I’ve actually been using it a bit to help with asks, especially classpects I haven’t thought of before and I don’t have a good vision of right off the bat. Homestuck Character Generator - HOMESTUCK.NET You are the OF, or you will be once you awake on. The special ability of an Heir of Mind is becoming the very concept of awareness! Perhaps by reaching a zen-like mental state they can access the entirety of their brain at once in a single hyper-aware moment! Or perhaps they merely make sure everybody is aware of their presence. Their greatest strength is their wit and raw intelligence, but their greatest weakness stems from excess passivity or a misunderstanding of their own role. Hammerkind, fistkind, batkind, or clubkind could all work for a strife specibus. Heirs seem to use blunt, powerful weapons, while Mind players use weapons that can be deployed tactically. Unless, perhaps, the Heir has already uncovered them? As they progress on their journey, they will remember more and more about their planet, until they have fully inherited their memories. The slug consorts of this forest world seem to be constantly hiding things - their names, their goals, where they’re from, and where they’re headed - and it’s up to the Heir of Mind to uncover the facts. The potential land of an Heir of Mind might be LOTAM, or the Land of Truth and Memory. The inversion of an Heir of Mind would be a Mage of Heart one who actively understands individuality, soul, and emotion. I’ve joked with my friends before about my strife specibus being. I eventually equiq multiple different arms. The joke gets funnier once I start alchemizing my arms. My characters arms are never seen on screen being used to do anything except fighting. They should probably stay away from serious battles, but would definitely be able to handle themselves in some minor strifes. My hands/arms are catchaphaloged into my strife specibus. Post God-tiering, The Heir of Mind would be a powerful force of choice and awareness, gently guiding their team toward the right decisions. They would likely not be bogged down by the emotional aspect of facing death, and with their predisposition toward careful decision making they would probably have a very good reason for their ultimate choice. With the ability to alter others’ decision making on a subconscious level, the Heir might be a little over-confident in their skills and be used to having things go their way.Īscension would be pretty likely for an Heir of Mind. Prior to God-tiering, the Heir of Mind would be snarky, self-righteous, and irritatingly clever. However, the Nails that are next to the hammer are also. You are 9 sweeps old and you are a fuschiablood Thief of Hope that dreams on. It is located on the floor between his bed and the Magic Chest before he decides he needs it to hang up his Rolled-Up Poster. It temporarily changes to handlekind when one of his hammers breaks. The role of an Heir of Mind in a typical Sburb session would be a passive one: decrease enemy intelligence and choices, increase allies’ intelligence and choices, and generally try to benefit their team. Hammerkind is John Egbert's main strife specibus, and the first kind abstratus to be seen in Homestuck. This is a mysterious ability specific to Heirs, but they don’t seem to be entirely in control of such displays. In moments of high danger or intensity the Heir of Mind may literally become their aspect. The Heir of Mind would have the ability to passively manipulate intelligence and decisions. Mind players tend to be subtle, cunning, and manipulative, though it should be said that that is not necessarily a bad thing. Mind is the aspect of intelligence, awareness, and decision-making. Heirs tend to have very strong friendships, but don’t always act when they should. They passively change, move around, or alter their aspect, and over time begin to completely embody it. Heirs are the passive half of the Manipulation classes, with their counterpart being Witches.
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